Post subject: New Special Abilities you want. Read 1st post before posting

Posted: Wed Feb 10, 2010 12:22 am

Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:17 pmPosts: 5934

OK SWM fans you have been asking for it. Now you get it.Your chance to be heard. Many of you have been asking about community involvement in creating any virtual set that might come out. Here is one place to have your voice heard. Like the New Character thread this isn't a place for discussion. This is a place where everyone can post their ideas instead of having several threads trying to do the same thing. The designer will be looking in from time to time to see what everyone has came up with. Below is the format I would like everyone to follow.

Special abilityName of ability - Description - Character that you have in mind

ExampleStun Rocket - This ability can be used with accurate shot. Replaces attacks Target is considered activated save 16. New Version of Boba Fett

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Wed Feb 10, 2010 3:02 am

Really Cool Alien from a Cantina

Joined: Thu May 14, 2009 3:58 pmPosts: 198Location: Lurking on forums

Sith Spirit-This character is an insubstantial spirit of pure Force. It ignores all terrain, but it cannot end its turn in a wall, another character, or solid object. It cannot open doors nor hold them open. It cannot attack or be damaged, and does not count as a legal target. It does not provide cover. This character cannot score victory points for occupying specified areas in scenarios that include such victory conditions.

This character can move through enemy characters, and enemy characters can move through it, as long as no character ends its move in the same space as another character. This character does not count as the nearest enemy, and does not count as adjacent to other characters. This character is not affected by commander effects.

During setup, choose an allied character with a Force rating. That ally gains Force Renewal 1(or increase the character force renewal by 1) and Master of the force 2 as long as it is within 6 squares of this character. This character is defeated if the chosen ally is defeated. Instead of making its normal attack or attacks, an enemy within 6 squares can spend 1 Force point to defeat this character. This character can avoid this effect with a save of 11. -Freedon Nadd, Sith Spirit

Anticipated Tactics: (allies within 6 squares gain Defence +2 against attacks from opponents under influence from a Commander Effect)

- Star Destroyer Bridge Officer, any admiral type figure

Dark Meditation (replaces turn; remove this figure from the game, and replace it with another character whose name contains Vader with a lower cost. Damage and Force Points are transferred to the new figure)

- new Vader (a "swiss army knife Vader" who can let you bring in any other cheaper Vader).

Door Jam: (Doors within 3 squares may not be affected by Override)

- generic Tech Specialist

Driver (when an adjacent ally with Mounted Weapon begins its move, you may relocate this character adjacent to that ally at the end of its move)

- any gunner/driver/passenger types (AT-AT Driver, Snowspeeder Pilot, etc). Meant to allow figures to make better use of the Gunner ability

I’m Here To Rescue You: (+4 attack and +10 damage while an ally has Frozen in Carbonite. During setup, you choose to set up allies with Frozen in Carbonite on opponent's half of map)

- Luke in Stormtrooper Armour, Leia, Jabba's Palace Infiltrator.

Imposter: (while this character has line of sight to another character whose name contains Boba Fett, both characters gain Attack -3 and Defence -3)

Wookiee Life Debt: (if a character whose name contains Han, Luke or Leia is an adjacent ally and would take damage from an attack, this character can take the damage instead. When you use this ability, this character may also make an immediate attack against the attacker ignoring cover; save 11)

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Wed Feb 10, 2010 8:03 am

Unnamed Wookiee

Joined: Fri Nov 14, 2008 1:00 pmPosts: 21

Rule of Two (Only one force user can be in the same squad as this character).

Orbalisk armor (Whenever this character takes damage, make a save of 11. If successful, reduce the damage by 20. If unsuccessful reduce the damage by 10. This ability does not apply to abilities that contain lightning).

Undead (Whenever this character is defeated, on a save roll of 6, it returns to full health).

Jedi Diplomat (This character cannot be targeted by nonadjacent characters).

Last of the Jedi (Characters with a force rating cannot be in the same squad as this character).

So Uncivilized (When hit by a nonmelee attack, make a save of 11. If successful, this character can make an immediate nonmelee attack against the enemy character at +4 attack and +10 damage).

Parasitic Infection (Replaces turn; all enemy characters within 6 squares are infected and become part of this character’s squad; save 6).

Viral Infection (Characters hit by this character, are considered infected. Every time the character activates they must roll a save of 6, if the save fails, they are defeated and join the opponent’s squad at full health).

Bounty Contract (At the beginning of the skirmish, choose one unique enemy character. For the duration of the skirmish, this character gains +4 attack and +10 damage against the chosen enemy).

Sith Talisman (If an attacker with a force rating defeats this character, they must make a save of 11. If unsuccessful, that character is possessed and joins the opponent’s squad for the rest of the skirmish. A failed save cannot be rerolled).

-Rope Trap: Allies within 6 squares may not be attacked by enemies using Strafe Attack or Galloping Attack.(Ewok Scout (Alternate))

Or another text idea for Rope Trap: Whenever an enemy using Strafe Attack or Galloping Attack attacks an ally within 6 squares, that enemy must make a save of 11 or it is defeated (after attack is resolved).

Last edited by AdmiralMotti89 on Wed Feb 10, 2010 1:21 pm, edited 2 times in total.

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Wed Feb 10, 2010 5:45 pm

Grand Admiral

Joined: Sat Nov 03, 2007 12:34 pmPosts: 898Location: Tracy, CA

Imitation - If Boba Fett is in the opposing squad, this character gains -2 Attack and must make a save of 11 every time he targets Boba Fett. If the save fails, this character's turn is lost. - Jodo Kast

Gunslinger - This character gains +4 Attack if he has at least 3 legal targets. - Boba Fett, Mandalorians

Special Bond - If a character whose name contains Jarael is within 6, this character gains Protective +20 and Avoid Defeat. Should Jarael be defeated, this character gains Dark Temptation.

- Zayne Carrick, Anakin (protecting Padme). The Avoid Defeat reflects the character not giving up. The Protective +20 and Avoid Defeat are only active while Jarael (or other designated character) is still in play.

Jedi Reflexes - When making attacks of opportunity, this character may attack the opposing character twice. - Jedi, Force Users

Yoda's Pupil - (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Yoda once per turn.)

Similar to Hand of the Emperor. Luke would be the ideal candidate. However, could work for Younglings too, I suppose.

I'm hoping a Fringe character like this would give players more reason to use Savage pieces. However, I did not want to invalidate Empathy in the process. I would probably exclude Empathy from Malakili. That would give you incentive to run him with a Varactyl Wrangler or the Jedi Exile. If you are worried about abuse, you could limit the SA to non-Unique allies. That way K'Kruhk, Kyp, Quinlan or Chewbacca EW would be excluded.

Last edited by Tirade on Thu Feb 11, 2010 3:54 pm, edited 10 times in total.

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Wed Feb 10, 2010 6:33 pm

Black Sun Thug

Joined: Sat Sep 29, 2007 7:53 pmPosts: 74Location: Omaha Ne

Sith Tactician- You must remove one other character from your squad at the beginning of each round, opponent's commander effect's and special abilities that affect activations and initiative are suppressed. The removal for this piece's effect can be considered the same removal required for the Tactic Broker's Effect. This should be on some sort of Sith general, and used as a way to level the activation issue for a lesser faction in a Sithy fun way. The second part of the ability is their because it seems to tie in thematically with the sacrificing part, also it gives them int control, but it could be left out.

Jedi Calm-This character's commander effects aren't subject to the Disruptive special ability.-Usefully on any good, high level jedi commander, ie Yoda, showing how they never seem flustered or not able to lead.

Reconnect with an old friend - Choose one allied character with a force rating, they gain force spirit[x], where x is their starting amount of force points. For a new Yoda. This is to represent when he was taking with Obi about meeting up with Qui-Gon's ghost. The name could be changed, as I'm unsure exactly what he said to Obi, and it could be changed to fit on a Qui-Gon force ghost too. Also last thing about it is, I'm unsure how to represent force renewal figures, as this doesn't give them as much credit for their force abilities as those that don't have it, so if like maybe add a line saying that for figures with renewal, they gain force spirit[x] for how much force they have when they die? If not this could be used as an incentive to get out some of the older jedi, like mace.

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Thu Feb 11, 2010 12:18 am

Black Sun Thug

Joined: Sun Apr 27, 2008 6:14 pmPosts: 91

Hmmm...

Infiltrate - This character may be setup anywhere on your half of the battle map, as long as it is on low terrain - Generic Recon/Assassin character, preferably with Stealth (this may require better wording; darn lack of precedent)

Spy Reserves X - If you roll Y for initiative, you can add up to X points of characters with Stealth to your squad immediately before your first activation of the round - Airen Cracken (primarily), some other Intelligence officer

Loyalty - Cannot change squads and cannot attack allies - Tycho Celchu, Corran Horn, other characters if it fits the theme (I had an idea of basing commander effects around Betrayal, Internal Strife and Loyalty; could become an interesting theme)

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Thu Feb 11, 2010 1:11 am

Black Sun Thug

Joined: Wed May 27, 2009 10:38 pmPosts: 64Location: Tasmania

Force Aggression (This character can use Force powers that replace attacks 1 extra time per turn)

Quick Draw (Whenever this character is attacked by an enemy within 6 squares, he makes a save of 11. On a success this character may make an immediate attack against the attacker before they make their attack) -obviously for Han Solo!

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Thu Feb 11, 2010 10:01 pm

Unnamed Wookiee

Joined: Sat Feb 21, 2009 9:24 pmPosts: 20

Durge Revealed - If Durge sustains at least 70 pts of damage, the player can choose to restore 20 hit points to Durge at the beginning of the next round before initiative is rolled. If the player takes this option, Durge’s armor is destroyed. His defense drops to 15. Durge’s true nature is revealed. He loses the flight ability, but gains the following special abilities:

Engulf - Instead of moving, Durge may target one adjacent enemy. That enemy is considered engulfed unless it makes a save of 13 or better. The engulfed character is removed from the map and is trapped within Durge’s flesh. The engulfed character cannot move and can only attack Durge if it makes a save of 13 or better. When Durge is defeated, the engulfed character is returned to the map.

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Thu Feb 11, 2010 10:06 pm

Unnamed Wookiee

Joined: Sat Feb 21, 2009 9:24 pmPosts: 20

On all manned vehicles (Snowspeeders, Speederbikes, Flash Speeder, AT-ST, etc) I'd like to see -

Eject! - Once this vehicle is defeated, make a save of 16. If successful, place an appropriate non-unique pilot character in the adjacent square (Rebel Pilot for Snowspeeders, Scout Trooper/Rebel Commando for Speeder Bikes, etc...for Luke's Snowspeeder, you could bring in Luke Skywalker Rebel Pilot, or for Blizzard I, you could bring in Veers for example).

SA - Droid characters within 6 squares are subject to all Commander Effects.

Well, reading that it suddenly occured to me that by losing droid GG becomes useless as a commander. I justthink that if they become subject to all CEs then they should also be affected by Critical hits. That was what I was going for more.

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Fri Feb 12, 2010 4:05 pm

Warmaster

Joined: Sun Sep 02, 2007 10:15 pmPosts: 690

Head Hunter: This Character gains +4 Attack and +10 Damage against enemy characters with a Command Effect. This should not be given to characters that already have similar effects. Would suit a lot of characters from all factions.

Master Shaper: Allied Yuuzhan Vong characters gain Vonduun Crab Armour 11, this effect remains until this character is defeated. Note this is a SA not a command effect. Would suit a unique Vong Shaper.

Dual: This character can make Attacks of Opportunity against enemy characters with fight. Would suit Unique or Elite pilots from any faction.

Infrared: this character can attack enemy character with Cloaked within 6 squares, this effect can not be used with any other ability, such as Accurate Shot or Combined fire.

Master Force Valor: force 2 Replaces turn, when used this character gain the following Command Effect Old Republic Allied gain +4 Attack and +4 Defence for the remainder of the skirmish. Would suit Master Nomi Sunrider or any other Old Republic unique Jedi Master.

Droid Hatred: This Character Has +4 Attack and +20 Damage Against Non-Living Enemys, This Character MUST attack a non-living enemy if it can. Would suit any Yuuzhan Vong Character or would be fun on a unique Gamorian character.

_________________Forgive the hero, thous who would have died

Last edited by dreadtech on Fri Feb 12, 2010 4:14 pm, edited 3 times in total.

Yorik Coral Seeds: Select one ally. For the remainder of the skirmish that character is consider a Yuuzhan Vong for the purpose of commander affects and special abilities. {some kind of YV elite shaper}

Yorik Coral Implants: Select one ally. For the remainder fo the skirmish that ally gains Vonduum Crab Armor 11 and Savage. Ally is also considered to be a Yuuzhan vong for the purpose of commander effects and special abilities. {YV elite Shaper}

_________________Winner of the Knights of the SWMGamers Stats Contest<Joruus (GFC)> - Sheesh, I swear you're like Fool 2.0 (and you can quote me on it xD)Archives of the Gamers JediJoin the FOLLY! Online casual League, find out more here: FOLLY

Post subject: Re: New Special Abilities you want. Read 1st post before posting

Posted: Fri Feb 12, 2010 4:55 pm

Warmaster

Joined: Sun Sep 02, 2007 10:15 pmPosts: 690

Call to Arms: (for the minor factions only) You can add non-unique followers to you squad from any Light/Dark faction.

In other words if this is on a Old Republic Character they can add characters from Republic/Rebel or New Republic.

If on a Sith character they can add characters Seps and Empire

you can add things like cannot include characters with order 66 or non-living to limit who they can have. I know this will take some work to get it right but i really feel that the lesser factions need more options.

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